summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/player.cc
Commit message (Collapse)AuthorAgeFilesLines
* Scale berserk maxhp also by 1.5 (hp was 1.5x, maxhp was 2x).HEADmasterDarshan Shaligram2010-01-181-1/+1
|
* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-2/+36
| | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
* Remove resist slowing, increment tag major version.Darshan Shaligram2010-01-101-33/+5
|
* Give Halflings the same HP gains as Sludge Elves (Vandal, dpeg).Jude Brown2010-01-081-3/+1
| | | | | | Currently, at XL10, a Halfling Hunter (with no fighting skill) will have 46hp. With the new changes, they would now have 54hp. I think this helps to differentiate them further from Kobolds.
* Make unknown potions of rage override clarity. Drugs > being focused > anger.Adam Borowski2010-01-071-5/+5
|
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
|
* Type-identify amulets of clarity when you resist confusion based onHaran Pilpel2010-01-031-0/+13
| | | | | them; this works even if you're drinking an unIDed !oConfusion or similar, because nowhere else that I know of gives that exact message.
* New (ranged) weapon brand: evasion.Jude Brown2010-01-031-0/+4
| | | | | | | This replaces "protection" on all ranged weapons, and will only generate on those. This commit also fixes shopping values for the new needle brands.
* Fix put_to_sleep, implement for monsters.Jude Brown2010-01-031-1/+1
|
* Ignore obscured items in the UIStefan O'Rear2009-12-301-0/+11
| | | | I probably missed a few spots.
* Merge branch 'shoals++'Darshan Shaligram2009-12-291-0/+13
|\
| * Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+13
| |
* | Make clarity allow intentional berserk.Adam Borowski2009-12-291-2/+4
|/ | | | | | Unknown potions of rage override it as well. This is a debatable thing, but since other sources of involuntary berserk are caused by "being angry", it makes sense a drug is not affected by merely being calm.
* Forms never lower weight capStefan O'Rear2009-12-271-3/+10
| | | | I'm just building the bikeshed - somebody else needs to paint this stupid thing.
* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-1/+1
|
* Customisable clouds!Jude Brown2009-12-281-1/+1
| | | | | | | | | | | | | | | | | | | | | cloud_struct now has members for colour, name, and tile; colour will be used instead of the default colour of the cloud type, and will be used to recolour the tile of the cloud (if it exists). Name will be used to rebrand the cloud's description, and also alter the message generate while standing in a cloud. Finally, tile can be used to completely customise the tile used for the cloud. The value is stored as a string in order to maintain save compatibility across ASCII and tiles. A random tile (found using tile_main_count) from that set will also be used, however, no duration effects will be applied. Recoloured cloud tiles using just the colour code should be possible, though aren't yet fully tested. This commit bumps TAG_MAJOR_VERSION: changing marshalling of the FogMachine Lua code causes nasty crashes on reloading saved games. Otherwise, I don't think I broke anything else. :-)
* Add tides to the Shoals.Darshan Shaligram2009-12-271-3/+11
|
* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-6/+2
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Make clarity prevent berserk. Only Trog may override this, and even then,Adam Borowski2009-12-201-1/+20
| | | | there's a penalty to success rate.
* Sticky flame negates invisibility (myuzinn)Stefan O'Rear2009-12-191-1/+2
|
* silence some warningsJesse Luehrs2009-12-161-2/+2
|
* Revert "Remove hard skill pool cutoff."Jesse Luehrs2009-12-161-22/+8
| | | | | | | This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce. This really needs more discussion; the current implementation isn't reallly reasonable
* Remove code duplication by making artifacts use SPARM_SPIRIT_SHIELD.Adam Borowski2009-12-151-2/+1
|
* Implement dolls_data copy assingment operator.Robert Vollmert2009-12-141-1/+7
| | | | Hopefully, this fixes #189.
* Fix formatting.Robert Vollmert2009-12-141-7/+7
|
* player.{cc,h}: fix copy constructor for dolls_data structSteven Noonan2009-12-121-0/+6
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* tiles: only include tiledef-*.h in files where they're neededSteven Noonan2009-12-121-1/+17
| | | | | | | This eliminates the annoying full rebuild that happens when the tiledefs are modified. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Fix player::rot(0, x) not rotting maxhp (#119).Robert Vollmert2009-12-051-1/+1
|
* De-duplicate magic res and stealth adjective choice.Robert Vollmert2009-12-041-27/+3
|
* Added monster MR display (petato, mantis-id 113).Robert Vollmert2009-12-041-2/+5
| | | | | | | | | | | | Adds a line to the monster description screen that tells you how resistant it is to magic. Uses the same scale as player MR (eg on the % screen) except it skips "not resistant" levels of (non-)resistance. Uploaded a new version of the patch; now includes experimental MR display rescaling for both players and npcs. Try it out on the % screen, or examine a creature. Adverbs stolen from the stealth display, crazy resistant creatures are described as "almost entirely resistant".
* Get rid of you.synch_time.Robert Vollmert2009-12-021-1/+0
| | | | | Also, the check for whether to do the corresponding effects has been moved into effects.cc:handle_time.
* Rename "wizard" to "wizard_tele" so it doesn't shadow player::wizard.Jude Brown2009-12-021-2/+2
|
* Wizard-mode controlled teleport (Ctrl-B).Jude Brown2009-12-021-2/+2
| | | | | Instantaneous, non-contaminating controlled teleport. Bypasses FPROP_NO_CTELE_INTO as well as -TELE artefacts.
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
|
* you.never_die (player::never_die)Matthew Cline2009-11-241-0/+4
| | | | | | If the macros DEBUG or WIZARD are defined, then class player will have the member never_die, which if set to true makes any deadly calls to ouch() return without the game ending.
* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-8/+22
| | | | | | | | | | | | | | | There's now a soft cutoff at player::exp_pool_cutoff() that scales with you.total_skill_points. Above that, you.exp_available is stepped down. It currently starts at ~800 skill points for a new character. A human melee fighter (weapon skill 27, fighting 15, traps 8, armour 15, invo 12) gets around 18000 points (skill level 21). The cutoff is not currently limited. Side-effects are a nerf to the experience card -- it could easily be changed to still give the usual 20000 points.
* Convert skill pool magic numbers to named constants.Robert Vollmert2009-11-221-4/+4
|
* Replace uses of disease_player with player::sicken.Vsevolod Kozlov2009-11-221-6/+1
|
* Add formatting fixes.David Lawrence Ramsey2009-11-211-4/+5
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+1
|
* Fix X-map last travel memory for new 3D X-mapStefan O'Rear2009-11-191-0/+1
|
* Expand Zin's protection from just mutation to other chaotic effects.David Lawrence Ramsey2009-11-181-0/+21
| | | | | | | Specifically, protect from rotting, disease, and miasma, since the first of them is tied to the other two, and all three are chaotic. Since negative energy resistance no longer provides rotting resistance, this fills in the gap left by TSO.
* Add formatting fixes.David Lawrence Ramsey2009-11-181-2/+2
|
* Clean up rotting resistance checks, as they're effectively boolean.David Lawrence Ramsey2009-11-181-4/+4
|
* Shaft trap behavior modified. They now are one-time use and pre-knowledge of ↵Alex MacDonald2009-11-181-4/+3
| | | | | | shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Move tutorial state out of Options.Robert Vollmert2009-11-161-1/+1
|
* Wrap view flashing in flash_view.Robert Vollmert2009-11-161-6/+3
| | | | This also removes env.show updates when flashing.
* Make per turn hunger proportional to time_takenCharles Otto2009-11-151-1/+4
| | | | | | | | | This is somewhat sloppy numerically since the per turn hunger values are rather small and scaling them can easily take the value to zero. I'm assuming using div_rand_round is good enough. Also doubling the hunger increase from haste to keep parity now that hasted turns cause half the hunger of unhasted turns.